using System.Collections;
using System.Collections.Generic;
using UnityEngine;

namespace LFramework 
{
    public class ProcedureLaunch : ProcedureBase
    {
        public override void OnEnter(int lastState)
        {
            base.OnEnter(lastState);
            GameEntry.Log("ProcedureLaunch ==>> OnLeave()");
            CurrFsm.ChangeState((int)ProcedureManager.EState.Preload);
        }

        public override void OnUpdate(float elapseSeconds)
        {
            base.OnUpdate(elapseSeconds);
        }

        public override void OnLeave(int newState)
        {
            base.OnLeave(newState);
            GameEntry.Log("ProcedureLaunch ==>> OnLeave()");
        }

        internal override void OnDestroy()
        {
            base.OnDestroy();
        }
    }
}
